PC Alpha 18 Dev Diary!!

Alpha 18 Dev Diary!!

  • A18 Stable is Out!

    Votes: 2 66.7%
  • <img alt=":)" data-src="" src="___base_url___/applications/core/interface/js/spacer.png" />

    Votes: 1 33.3%

  • Total voters
    3
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Now we're talking...
Glad we agree on occasion :) Now I have a use for the 300 leather in my chest. Even tools use leather now (Tier 2 and up). not much but like 1-5 depending on quality you are making.

 
While your on the topics of meds n stuff... Have you put any thought in to localised player injuries (limbs, body, head...) with repercussions/penalties (hint hint)
We have an ongoing joke about getting two broken legs and crafting a wheelchair to get around.

We have talked about broken arms so you can't use two handed weapons when that happens until you get splinted.

Lots of other things to fix first, like infection.

 
Roland. Mantis shrimp. Rage zombies. What's the connection?
I told you people wouldn't like my hint....

The zombies speed up and swipe at you when injured. The Mantis Shrimp has the fastest punch in the animal world.

Hints have to be tenuous or they aren't hints.

What did you want? TFP 2019 = Guppymod 2017?

;)

 
I told you people wouldn't like my hint....
The zombies speed up and swipe at you when injured. The Mantis Shrimp has the fastest punch in the animal world.

Hints have to be tenuous or they aren't hints.

What did you want? TFP 2019 = Guppymod 2017?

;)
That's uh... Well... Err .. yeh, we'll go with tenuous.

(Next time give us a math formula to solve)

 
Updated the first post with this:
Gear Changes:

Quality now influences damage output on tools, firearms and melee weapons. Quality influences armor protection values.

All items with quality now have random stats in loot. Players craft with static stats in the middle of the range. It is possible that a brown pistol is superior to a yellow one, but not likely. Check the stats of every thing you find.

Weapons and armor now have scaling recipe costs, so the higher the quality the more materials are needed to craft the item.

The governing attribute determines the quality of crafting. For example the shotgun messiah perk governs the quality of shotguns you can craft, and the gunslinger perk governs the quality of crafted pistols, SMG and magnums.
A18 is seriously shaping up to be the perfect version of A17 i had in my head before A17 was released.

Thank you!

 
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Nice work!
Does this also include light from the sun? I am not sure it still does it in A18, but sunlight used to penetrate into underground tunnels. There always was this noticeable shift and band of light visible in them.
I only changed "player's wall torch", which is a point light. An artist ended up checking the rest of the light prefabs, so they are done now too.

The sun is a directional infinite light that changes direction over time, which is very different.

 
I only changed "player's wall torch", which is a point light. An artist ended up checking the rest of the light prefabs, so they are done now too.
The sun is a directional infinite light that changes direction over time, which is very different.
It would be cool if dark was actually dark.

 
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I do :-)
It's very difficult to fix. The root cause is calculating lighting probes in a voxel environment. Three dimensional objects in a computer are just a shell, they have no internal structure. This leads to light leakage between adjacent, seemingly solid objects.

This problem also affects static worlds and game lighting in general if they're not set up correctly but is most noticeable in voxel engines as they exacerbate the problem.
I see. Again interesting...

So lighting is treated specially, even from artificial sources?

I ask, since otherwise, an easy workaround could be, to track "closed rooms". Like in Empyrion, where a room will only hold oxygen if the room is fully closed. So if the room is fully closed, you know the 6 surfaces, and could deny light past these...

But if it was that easy, I'm sure it would have been done now... Oh well, at least it's not the worst issue in the world...

 
Earlier on, madmole indicated that nights are not as dark anymore because the moon is brighter.

I haven't played it obviously, but I was wondering if that should be reverted, and instead the ability to see better in the dark should be added as a perk for stealth characters.

 
It would be cool if you can fix the lack of bandits in game. Thanks

- - - Updated - - -

Earlier on, madmole indicated that nights are not as dark anymore because the moon is brighter.
I haven't played it obviously, but I was wondering if that should be reverted, and instead the ability to see better in the dark should be added as a perk for stealth characters.
I can save some skillpoints with my gamma, brightness and contrast settings in my monitor. :p

 
&lt;snipped for space&gt;
There are _no_ natural light sources inside a computer. :-)

The main ones are directional, point and spot. The directional light is representing the sun and is the one that leaks through the ground to illuminate caves. Candles are a point light and spotlights... well, you might guess that one.

Fataal has already taken steps to improve the point lights which was what the OP was about.

Calculating closed rooms is ridiculously expensive on system resources, it's best to avoid that if possible.

 
Earlier on, madmole indicated that nights are not as dark anymore because the moon is brighter.
I haven't played it obviously, but I was wondering if that should be reverted, and instead the ability to see better in the dark should be added as a perk for stealth characters.
Our nights seem to be a moving target. I make them pitch black, someone else changes something and they are bright again.

https://pbs.twimg.com/media/D8z1anTVUAAPqse?format=jpg&name=4096x4096

 
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